Off Topic: The Flood
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Subject: please don't post yet

feet first into hell

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  • 07.25.2008 12:55 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON


Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems

Reasearching-
Computer hacking Advanced (1)
Computer hacking Maximum (5)
FTL Travel (5)
Long Distance Hacking (2)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay

Construction-
Maximum Settlement Procedures (planet 1 moon) (3)
1 Command Ship (10)
1 Battleship (5)
1 Frigate (3)
5 Medical ships (6)
500 ODST (4)
2000 Marines (5)
CLONING VENUS FLY TRAPS x100 (5)


Space Forces- 3 Battleships
1 Frigate - Smaller Battleship
1700 Fighters
2000 stealth fighters
5 Medical ships

Ground forces- 300 Pilots
7700 Marines
50 ODST
190 Hornets
460Warthogs
210 Scorpions
80 Pelicans
150 Gauss Warthogs
500 Colonists- Colonists build Faster (-1 turn of construction for new colonies)
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN


COLONISTS AND MARINES HAVE ARRIVED, BEGINING OUTPOSTS (2)
-outposts include barraxes, turrets and a one bay space station

  • 07.25.2008 2:19 PM PDT

Semi-socialist and proud of it.

Offline.

  • 07.25.2008 2:45 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON


Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced

Reasearching-
Computer hacking Maximum (4)
FTL Travel (4)
Long Distance Hacking (1)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay

Construction-
Maximum Settlement Procedures (planet 1 moon) (2)
1 Command Ship (9)
1 Battleship (4)
1 Frigate (2)
5 Medical ships (5)
500 ODST (3)
2000 Marines (4)
CLONING VENUS FLY TRAPS x100 (4)


Space Forces- 3 Battleships
1 Frigate - Smaller Battleship
1750 Fighters
2050 stealth fighters
5 Medical ships

Ground forces- 300 Pilots
7750 Marines
50 ODST
200 Hornets
460Warthogs
220 Scorpions
85 Pelicans
165 Gauss Warthogs
500 Colonists- Colonists build Faster (-1 turn of construction for new colonies)
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN


COLONISTS AND MARINES HAVE ARRIVED, BEGINING OUTPOSTS (1)
-outposts include barraxes, turrets and a one bay space station

  • 07.25.2008 2:48 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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Where The Heck is Everyone?

  • 07.25.2008 2:56 PM PDT

feet first into hell

ODST's motto

online

  • 07.25.2008 3:12 PM PDT

feet first into hell

ODST's motto

Your faction: uesc

Ships:5 marathon class heavy cruisers
1 higgans class scouting ship
1 orfi attack frigate
50 light attack craft
10 dropships

Ground units:
200 marines
5 mjonir cyborgs


Buildings: titunum mine mineing titunum DONE
Finished Research: shielding LEVEL 1 (marathon class ships now have light shielding)

Research: shielding lvl 1 DONE
SPARTAN 4 project ( 1 turns till complete)
mjonir armor construction (3 turns)
Construction: new towns on planet and orfi moon DONE milatary base on hb planet 2 (1 left)
Ground Movement: 400 civies and 100 civies on on the planet and the orfi moon

Space movement: Moving to colinize a strange ringworld found insystem (3 turns)
Allies: Orfi, unsc, haxet pact

Enemies:parasite life form on planet se7en

Message to all
we want peace, and to ally with freindly forces. also requesting troops

Orfi
we need the titianum for the mjonir suits, but there still remains more titunuim.
when we mine more, a trade will be welcome
Empire
we wish a alience do you accept



[Edited on 07.25.2008 3:17 PM PDT]

  • 07.25.2008 3:14 PM PDT

feet first into hell

ODST's motto

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  • 07.25.2008 3:24 PM PDT
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faction: chuck norris

ships: A bajallion

soldiers: jesus.

message to all: hi



....DO I WIN?!

  • 07.25.2008 3:33 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

I'm going to sum it up- you guys are posting too much. You're ruining the game for everybody else, because (in the last 8 pages) you guys have taken more turns than I have in the entire game. The Ofori, UESC, and UNSC need to CHILL OUT and post less. Everybody else in this game has learned to monitor and watch how many times they should be posting, once in a little while. You'd do well not to spend 8 pages with just the 3 of you posting. It's not against the rules for this game, but it damn sure will be included in the next game. So consider it an "honor rule" for this game.

As for alliance-joining, UNSC, you cannot have more than one alliance. It's Hanchex Pact or your old alliance, not both. Choose wisely. Which means you, UESC, need to choose what alliance you're in now. Because I don't believe the Hanchex Pact ever accepted you, and I'm listing you as only allied to the Ofori and UNSC.

As for the Ofori and the UESC, you two need to improve your grammar and post structure as much as you possibly can. Nobody likes wading through the crap that is called your posts. Ofori, you also need to post the location of your planet.

UESC, you are from Marathon, not from Halo with the UNSC. This means you CANNOT research the SPARTAN project or any branch of it. Refrain from continuing that research.

[Edited on 07.25.2008 3:39 PM PDT]

  • 07.25.2008 3:37 PM PDT
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Relating to Snakie post i have been posting more to get caught up, the hanchex has not admitted me so my only ally is Orfoi, I will begin to post less and i hope that everything will be ok.

  • 07.25.2008 4:04 PM PDT
Subject: please don't post yet
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)


Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
400 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
225 Heavy Cylon Raiders


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


WARSHIP DESIGNATIONS
5 Defender-Class Battlestar *Actual Image* (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar-Hybrid Fusion (Medium, No Armament, Large Hangars, Medium Protection, All Nuclear Armament



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
2 Human-Form Cylons
5000 Stormtroopers
5,500 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory


Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Faster fuel reaload *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Halo Weapon- 6 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 6 turns
20 Cylon BaseStars- 3 turns
1 Ressurection Ship- 1 turn


Ground Movement: Colonials completing their advanced society.


Space movement: Fleet moves into complete readiness.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


Messages:

  • 07.25.2008 4:12 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Story Continuation:

Admiral Hendrix_Trinity_Flagship: Have you noticed what I've been noticing lately, Bill? The new Cylons that we've had the Necrons debug seem to do everything that we ask of them... but they do it as sub-standard as possible.

Admiral Adama_Galactica_Historical Ship: I've noticed. I've said it once and I'll say it again, damn the Colonial Conference for going behind my back while I was out charting the last of the Free Cylon's roaming patterns. They knew my wishes on the Cylons. Ever since Laura died, it looks like the idea government is toppling all around us.

Admiral Hendrix_Trinity_Flagship: What do you think the Necrons did? They couldn't have bugged the Cylons against us, could they? What could we do if they did?

Admiral Adama_Galactica_Historical Ship: Even if they did, what could we do about it? We're building more Cylons, more Human-Forms, and more BaseStars. They're going to be an integral part of the fleet.

Admiral Hendrix_Trinity_Flagship: Well, that would mean open war between the Empire, ourselves, and the Vasari against the Cylons and Necrons! And who knows what side the Hanchex would take!

Admiral Adama_Galactica_Historical Ship: I'm glad you see the importance of what will occur if the Cylons do betray us. Take out the kingpin faction of our alliance in a Civil War, chop the alliance in half at the same time. The Hanchex would be able to steamroll anyone and everyone that stood up against them.

Admiral Hendrix_Trinity_Flagship: What are your orders, sir, if such a situation does occur?

Admiral Adama_Galactica_Historical Ship: After roaming Colonial space with the Fleet for these months, we've picked up a lot of stragglers. We have more men now than we did when we originally left the colonies, which is good news. We're all in good health and we've taken all the good thngs left at the colonies- we'll be coming home after these five years of being seperated while we cleaned up the last of our mess. You know the Jump coordinates for each run, each time, correct?

Admiral Hendrix_Trinity_Flagship: Of course, sir, I have them right here.

Admiral Adama_Galactica_Historical Ship: Well, we have enough men and supplies to set up a new colony elsewhere if the Cylons betray us again. If they DO, Jump you and your fleet to our then-current coordinates, and we'll come back as one. But whatever you do, Admiral, ensure that you get those plans that we're researching Jumped no matter what. I don't care if you have to lose every single ship but one to secure those plans and make away with them, make sure they're either with you or destroyed.

Admiral Hendrix_Trinity_Flagship: Sir.... Yes Sir. Hendrix Out- Tinity Actuall Out.

Admiral Adama_Galactica_Historical Ship: Adama Out- Galactica Actuall Out.

  • 07.25.2008 4:25 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
181 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
205 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
205 Light Battlecruisers Carries 1 WMD
7000 Landing Craft
7000 Tracers (Recon and Transport Ships)
143000 Stinger Class Fighters (Light-Medium Armament/Armor)
269 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 16000 Raiding/Boarding Parties (100 Man Each)
48000 Pilots
35000 Telepathy Bio-commandos.
35000 Super-soldiers. *Heavy Armor and Shielding*
68000 Infantry *Light Armor and Shielding*
30000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
5000 Pilots per turn.
1000 Super-Soldiers per turn
500 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
500 Sniper/Recon per turn.
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit: 3 Turns


Construction: 40 Baracks: 16 Turns

Space Movement: Fleet continues defensive roles around Planet 4. Reaction-Shielding active and waiting. All weapons warmed and prepped.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!

[Edited on 07.25.2008 4:37 PM PDT]

  • 07.25.2008 4:36 PM PDT

Story Continuation:

Fleet Admiral of the New Age_outbound secure transmission: Lord, we have picked up data packets attaining to the Colonials courses of action. It seems that one of their most relied on soldiers, or so it seems, has double-crossed them. They believe that their Cylons and Necrons might rebel against them and cause a civil war between them and the Superpowers Alliance.

Mothership_Lord Attainier: Hmm. Very well. Do you have any more information?

Fleet Admiral of the New Age_outbound secure transmission: Well, they were speaking of jump coordinates to an undisclosed location, and "plans" of some sort. Other than that, nothing.

Mothership_Lord Attainier: I just hope the Colonials and all of the Superpowers Alliance knows that if a civil war were to occour in the midsts of their fleets, the entirety of the IDA Fleet would be right there at their sides.

Fleet Admiral of the New Age_outbound secure transmission: Even if it means betraying the Hanchex Alliance!

Mothership_Lord Attainier: I am sure the wise leaders who have signed the Hanchex Alliance would agree with us, would you?

Fleet Admiral of the New Age_outbound secure transmission: Well Lord, I just don't understand why you would be so willing to help the Colonials, I mean, after the incident and all.

Mothership_Lord Attainier: We are, under circumstance, a very forgiving people. I believe they were just trying to protect their people.

Fleet Admiral of the New Age_outbound secure transmission: I understand.

Mothership_Lord Attainier: Admiral, your orders are this. If any hostilities are detected in the midsts of the Colonials fleets or home planets, send a transmission to them. If they need help, use any of the brute force under our fleet as necessary. That is all. Out.

  • 07.25.2008 4:48 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

Ships:
The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
5 Alien Queens
4 Alien Hierarchs (Become Queens if one of the five dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not nearly as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
170 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
8,000 Warriors (The average Xenomorph, the height of a Spartan)
8,900 Runners (Weaker, but much faster aliens)
9,380 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,539 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
800 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Greater Xenomorphs (casters and others with very unique traits; see research for descriptions)
21 Rift Aliens

With the entirety of what's left of Planet 7 remaining for them to explore, there are a surprising number of stragglers left behind:
In 1 turns, these facehuggers will be the following:[/i]
300 Warriors
300 Drones
300 Runners
40 Carriers
12 Stalkers

In 2 turns:
3 Rift Aliens

Buildings

- The Hive Superior -
The main Hive expands, deeper, wider, and stronger. It is a labyrinth of immeasurable proportions to make room for the inevitable population boom. Not only does it become larger, but it also becomes more resilient in its old age.

Completed Research/Construction (some research must be found in prior posts due to size constraints)

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

Facehugger Carrier (completed)
- The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment (completed)
- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.


Acid Spit (completed)
- Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.

Facehugger Pod (completed)
- a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).

Chestburster Overgrowth (complete)
- The Empress changes her chemistry, and now broods facehuggers that impregnate victims with four chestbursters. Population growth will be effectively quadrupled in most cases. This effect does not apply to Greater Xenomorphs (yet to be seen), in which case one Chestburster consumes the others for faster growth.


Hive Mind (complete)
- The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.

Rift Alien (Greater Xenomorph) (complete)
- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has.

Hive Creation (complete)
- All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.

Hierarch Proboscis (complete)
- Hierarchs are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Rift Wave (complete) - The Rift Alien gains the ability to gather its surroundings, including Xenomorphs into its Rift, and bring them into another plane. At this point, the Xenomorphs must be removed by the Rift Alien when it exits, otherwise they will remain on the other plane inevitably. The rift has a range of 75 meters.

Research/Construction

Planet 5 Inferior Hive (6) turns - While the Rift Alien searches for a suitable host for the Hierarch, the other aliens begin construction of a Hive deep within the bowels of Planet 5's municipal sewer systems. With tunnels leading to all parts of the city, the Xenomorphs have access to many areas, and can go unnoticed in their movements.


Other Research pending:


(Let me know if I should adjust my times ^^)

Ground Movement
The Hive Superior on Planet 7 draws into itself. LV-385 is left isolated with a few defending aliens waiting in choke hold ambush positions. The Hive is completely sealed by the Drones and other Aliens assisting them. Pushing deeper into the asteroid, the Empress ensures that whatever hits the surface of this planet does not scathe them in the slightest. LV-385 can be sacrificed.

Space movement
None.

Base/Facility Locations

Hive Superior - Planet 7
Hive Inferior / LV385
Hive Inferior *under construction* / Planet 5 (Underground Sewers)

Message to all:

"In Space, No One Can Hear You Scream"

Story

After gorging itself on the remains of its host, the Hierarch grew at an exponential rate. The lack of any other significant Xenomorph presence on this planet has put her body in overdrive. She begins the production of facehuggers immediately, and the resulting aliens continue building the Hive, deep within the bowels of Planet 5.

The Lost Shuttle

Desperately attempting escape, the Hierarch almost makes her way to the other ship, but fails, and not having commanded the facehuggers to come forward from their eggs, all hope for the Xenomorph presence on the ship fades in the flames of its violent explosion.

  • 07.25.2008 4:50 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Secure_Rapid-Burst_Transmission_*ORIGIN: UNKNOWN.... BROADCAST TO IDA SPACE*: We did not order them. We did not order them. We did not order it. We did not order it. Actions their own. Actions their own. Prepare for war. Prepare for war

MESSAGE REPEATS A TOTAL OF 300 TIMES. ENDS.

  • 07.25.2008 5:25 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
30 Necron Star Dreadnoughts
180 Cairn-class Tombships (Battleships)
300 Scythe-class Harvest Ships (Heavy Cruisers)
450 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1800 Jackal-Class Raiders (Aggressive Heavy Fighter)
3750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
100 Rebirth Hybrids
200 Canisters of Rebirth Nanites
10000 Warriors
5000 Immortals
2000 Pariahs
2000 Flayed Ones
1000 Wraiths
1000 Tomb Spyders
1000 Destroyers
500 Heavy Destroyers
162000 Scarabs in swarm
900 Obelisks
450 Pylons
450 Monoliths
90 Abattoirs
20 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Anti-Matter Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
Information File: N/A

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Shield Leeches
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological and mental warfare and precision targetting)
Advanced Sepulchre (upgraded of naval sepulchre, also found on abattoirs)
Gaze of Flame (stops momentums of all enemy attack charges in visual range of a Necron)
Naval Scarab Complement
Necron Phase Shifters (all ships)
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth

Research:

Construction:
50 Rebirth Nanites Canisters (3 turns)
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (5 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning

Space Movement:
Ship Combat systems and shielding powering up, preparing for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All:

  • 07.25.2008 5:25 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)


Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
450 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
250 Heavy Cylon Raiders


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


SpecialtyShip DESIGNATIONS
1 Ressurection Ship (Fast, None, None, Heavy, None) *Rebirths Cylon Raiders and Human-Forms after death*


WARSHIP DESIGNATIONS
5 Defender-Class Battlestar *Actual Image* (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar-Hybrid Fusion (Medium, No Armament, Large Hangars, Medium Protection, All Nuclear Armament)



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
2 Human-Form Cylons
5000 Stormtroopers
5,600 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory


Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Faster fuel reaload *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Halo Weapon- 5 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 5 turns
20 Cylon BaseStars- 2 turns


Ground Movement: Colonials completing their advanced society.


Space movement: Fleet moves into complete readiness.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


Messages:

[Edited on 07.25.2008 5:42 PM PDT]

  • 07.25.2008 5:27 PM PDT

Rapid Burst Transmission to Mothership: Lord Attainier, new information has been sent to us. We cannot determine the source of the message, except that it came from Colonial space. It could be friendly or hostile. It spoke of how "they" did not do nor order it. I believe they are refering to the destruction of the portion of our fleet.

So, now we are left with this. Did it come from the Colonials, or did it come from the Cylons.

What is going on in Colonial space... *Transmission Ends*

  • 07.25.2008 5:34 PM PDT

1 P17Y 7H3 F00L

KOTOR

nevermind

[Edited on 07.25.2008 6:44 PM PDT]

  • 07.25.2008 5:37 PM PDT

Dance, Ye merry fools, Dance. For ye doth not know it yet, but thee tis about to be PWNT at Halo 3 FTW.

Guess What? CHUCK NORRIS. You all lose. I win. hahaaaahahh

  • 07.25.2008 5:38 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
181 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
205 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
205 Light Battlecruisers Carries 1 WMD
7000 Landing Craft
7000 Tracers (Recon and Transport Ships)
143000 Stinger Class Fighters (Light-Medium Armament/Armor)
269 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 16000 Raiding/Boarding Parties (100 Man Each)
48000 Pilots
35000 Telepathy Bio-commandos.
35000 Super-soldiers. *Heavy Armor and Shielding*
68000 Infantry *Light Armor and Shielding*
30000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
5000 Pilots per turn.
1000 Super-Soldiers per turn
500 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
500 Sniper/Recon per turn.
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit: 2 Turns


Construction: 40 Baracks: 15 Turns

Space Movement: A force of 10 Super-Carriers, 5 Heavy Battlecruisers, 5 Light Battlecruisers, 10 Destroyers, 100 Tracers, 100 Landing Craft, and 5,000 Stinger fighters breaks off of the main fleet around Planet 4 and heads into Colonial space. System_Check: All weapons warmed and primed to fire, full crew on alert status, going into either friendly or enemy territory. Reaction-Shielding on remote status. WMD Anti-Matter cannons and plasma-bolt launchers primed.

Estimated Arrival with Slip-space Technology: 1 Turn


Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!




[Edited on 07.25.2008 5:39 PM PDT]

  • 07.25.2008 5:38 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)


Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
500 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
275 Heavy Cylon Raiders


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


SpecialtyShip DESIGNATIONS
1 Ressurection Ship (Fast, None, None, Heavy, None) *Rebirths Cylon Raiders and Human-Forms after death*


WARSHIP DESIGNATIONS
5 Defender-Class Battlestar *Actual Image* (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar-Hybrid Fusion (Medium, No Armament, Large Hangars, Medium Protection, All Nuclear Armament)



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
3 Human-Form Cylons
5000 Stormtroopers
5,700 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory


Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Faster fuel reaload *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Halo Weapon- 4 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 4 turns
20 Cylon BaseStars- 1 turn


Ground Movement: Colonials completing their advanced society.


Space movement: Fleet moves into complete readiness. Covert isolation of the Cylon BaseStar begins.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


Messages:

RANDOM TRANSMISSION FROM COLONIAL SPACE: The Cylons... aren't responding. The Docks aren't, either. We can't cancel the production of thei fleet of BaseStars. We're in danger. We're all in danger. TRANSMISSION ENDS

  • 07.25.2008 5:44 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
30 Necron Star Dreadnoughts
75 Armageddon Carnage Ships
180 Cairn-class Tombships (Battleships)
300 Scythe-class Harvest Ships (Heavy Cruisers)
450 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1800 Jackal-Class Raiders (Aggressive Heavy Fighter)
3750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
100 Rebirth Hybrids
200 Canisters of Rebirth Nanites
10000 Warriors
5000 Immortals
2000 Pariahs
2000 Flayed Ones
1000 Wraiths
1000 Tomb Spyders
1000 Destroyers
500 Heavy Destroyers
162000 Scarabs in swarm
900 Obelisks
450 Pylons
450 Monoliths
90 Abattoirs
20 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Anti-Matter Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
Information File: N/A

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Shield Leeches
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological and mental warfare and precision targetting)
Advanced Sepulchre (upgraded of naval sepulchre, also found on abattoirs)
Gaze of Flame (stops momentums of all enemy attack charges in visual range of a Necron)
Naval Scarab Complement
Necron Phase Shifters (all ships)
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth

Research:

Construction:
50 Rebirth Nanites Canisters (2 turns)
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (4 turns)
5 Armageddon Carnage Ships (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning

Space Movement:
Ship Combat systems and shielding powering up, preparing for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All:

  • 07.25.2008 5:48 PM PDT